If Tim Cook was more into retro computers, then the newly redesigned iMac might have looked like this. It doesn’t of course, but that doesn’t matter – we’ve got Pigenoaut’s Callisto II, as spotted by Hackaday.
Within that lovely late 1970s / early 1980s 3D printed shell sits a Raspberry Pi 4 running the show. The screen is a Pimoroni eight-inch LCD as used in their Picades, with an appropriately 20th-century 4:3 aspect ratio and 800 x 600 resolution. The mechanical keyboard is 60% of normal size and fits snugly into the custom designed space. Inside the unit is a USB hub, power supply, and a lot of good fresh air to keep the Raspberry Pi 4 cool. A hatch on the back of the case, which snaps together without glue, allows access to the innards, in case you want to fill the void with hard drives or swap out the computing board with another model.
Possibly the best thing about the project, though, is the accompanying website which strikes precisely the right note even if it isn’t period authentic. From the dithered images to the liberal use of GIFs, it’s filled with links to Pigeonaut’s other adventures in DIY computing, as well as the brilliant online OS, PigeonOS.
With its friendly design and range of pastel colors, the Callisto II would look great on any desk.
(Pocket-lint) – We couldn’t have been more excited when we heard that the original Mass Effect trilogy was to be remastered for a new collection. But must admit to feeling slightly deflated when we realised the games weren’t to be remade completely.
That means, while the graphics and gameplay have undergone extensive tweaking, they haven’t been completely reimagined for modern consoles. After experiencing what’s possible with the superb Final Fantasy VII Remake, that seemed to be a backwards step to us. Initially, at least.
However, just a couple of hours into ME1, we soon realised why the development team decided on a fresh coat of paint and refinements rather than renewal. The trio just wouldn’t be the same games otherwise – unlikely to have retained the character of the originals. Warts and all.
So, in remastering the original Mass Effect games to 4K HDR, adding all downloadable content (DLC) released over the original games’ lifespans, and slathering on some clever technical glue to match it all together, we get the original trilogy at its best. All the while retaining exactly what made them special in the first place.
Plot points
Something that didn’t need refinement is the story. BioWare has always been a master at storytelling and characterisation. Go further into its past and you can see just how well Baldur’s Gate and Star Wars: Knights of the Old Republic hold up today – purely thanks to their narratives and clever, interwoven scripting.
The latter game was clearly a huge influence on Mass Effect (and itself heavily rumoured for a remaster). However, free from the restraints of the Star Wars lore book, the studio managed to rebottle lightning – several times.
There are many characters you encounter in the Mass Effect games, not least Shepard him or herself – who you play as throughout – but perhaps the most impressive of all is the universe that BioWare created.
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It took a blank canvas and built its own sci-fi saga, complete with new alien species, political factions, historical mythos and much more. And there’s nary a trade dispute in sight – well, not one that any of the trilogy is hinged on. It’s so complex and involving, it has inspired comic books, fan fiction, even a whole range of cosplay enthusiasts. It will also grip you from the very start.
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That’s partly thanks to the speed at which the main story thread reveals itself – which we’ll spare you because you’ve either already played the games first time around and know it already, or want to discover for yourself and therefore avoid spoilers. But it’s mainly thanks to the superb dialogue and neatly woven nature of the games across the entire run.
Many games have adopted inter-threading plots and character development over the years, but few do it quite as well as the Mass Effect series. It enables you to take your lead character – whether created from scratch or using presets – from one game to the next after each completion, literally picking up from where you left off. In addition, actions you make in each chapter have ramifications on the next.
EA / BioWare
By the time you get to Mass Effect 3 and, specifically, the ending, you could experience several key differences to someone else’s journey. It feels organic and, for us, still represents many of the studio’s finest moments.
The same is true with character development and relationships in the game. Each main non-playable character (NPC) in the game forms bonds and relationships with your lead character, depending on your conversational and practical choices. That could end in a friendly or romantic bond, or with them keeping you at arms-length. It results in you empathising with each of your in-game team members more so than in most games – role-playing games (RPGs) or otherwise.
When those NPCs are in peril or decisions on their fate are presented you are genuinely moved or troubled. It’s what made Mass Effect so superb in the first place, and continues to resonate now.
Ch-ch-changes
Of course, that can also be said of the original trilogy releases, each of which being still available through backward compatibility (on Xbox and PC, anyway). Of perhaps more interest are the numerous changes and improvements to this collection.
EA / BioWare
As with many repackaged collections of older games, all of the original DLC from Mass Effect 1, 2 and 3 are present – bar one. Pinnacle Station from ME1 is not present, as the version available to BioWare while putting together the Legendary Edition turned out to be corrupt and it couldn’t find the original files.
Still, you get over 40 DLC packs integrated into the games (where possible). That includes promo weapons and armour.
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The games are also presented with a new launcher, with all three accessible from the same screen. On PlayStation all games are installed to be played from the off, on Xbox (the version tested here), you need to download ME2 and ME3 from the launcher itself. This allows you to save disk space when you are only playing ME1.
Once you start the games, you notice a couple of changes to the options. The first Mass Effect has perhaps the biggest alterations, in that it has the options, plus character creation and models of the subsequent titles. BioWare changed a fair bit in the three years between ME1 and ME2, so the later benefits have now been adopted.
EA / BioWare
That also includes combat. The Mass Effect series combines deep, involving dialogue-based storytelling with action combat sequences. These are third-person and generally use a duck-and-cover mechanic. The first game, however, had clunky, under-realised combat that was tricky to use. We went back to the Xbox 360 original to check for ourselves and found that aiming – especially through the sniper rifle – was a twitchy affair. It has been greatly improved now, with the lessons learned for the sequels being implemented.
The look during combat – the user interface (UI)– has also been unified across the series now. However, ME1 still has some unique foibles. There’s unlimited ammo, for starters, with cooldown times for weapons instead. That was ditched later in the series. On the whole though, it has been polished into a more playable form for sure, which is great to revisit.
Another thing that helps is higher frame rate. While the graphics have been made higher-res and new lighting effects added, to suit the 4K consoles especially, enhanced frame rates make the most difference to gameplay. It differs depending on the format, but the games are now playable in up to 60 frames-per-second on consoles thanks to a ‘favour frame-rate’ option. The Xbox Series X even gets up to 120fps.
EA / BioWare
You do have a resolution drop to get the best frame rates, but it’s very much worth it. We’ve been playing the game largely across Xbox Series S and X, which run the game in backward compatibility but somewhat optimised. We favour frame-rate on the S, which gives up to 1440p and 60fps, while we switch to ‘favour quality’ mode on the X for 4K 60fps. Both run beautifully.
If you’re a PC owner with the right spec, you can even get up to 240fps and run the game in an 21:9 aspect ratio, but we haven’t been able to test that ourselves.
Graphically speaking
In terms of the new graphics themselves, there is a marked improvement, naturally, but you will still have to put up with a lot of the shonkiness of the originals.
EA / BioWare
The artificial intelligence (AI) upscaling process used for many of the texture upgrades did a fine job of creating details that were just fuzzy before, while the manual touching-up work produces excellent character models especially.
However, don’t expect a game that looks like Returnal or Miles Morales. It must be remembered that the original games were released between 2007 and 2012 and, while highly polished, they still look dated. Animations especially are janky. But they are liveable too.
Lighting has been greatly improved through, with the first Mass Effect showing the most change. Outdoor scenes are particularly impressive, with great use of lens flare and recoloured vistas that look significantly better than before. Plus, high dynamic range (HDR) has been added for further saturation and contrast boosts.
That’s not to say it’s all good. Sometimes the picture sharpening does the game a disservice. The Normandy (your space craft) can look overlaid onto a background now, whereas its blurriness helped it blend in before.
EA / BioWare
There are also the occasional annoying bugs or glitches – some old, some new. We’ve experienced some texture pop-in when a level loads, scenery clipping, or the odd character jerking about when faced with unsteady terrain. Sometimes team members just steadfastly refuse to follow you until you save and reload. But, there’s nothing that can’t be worked around or overlooked.
In all honesty, the original games had their fair share of caveats too, but we never minded at the time.
Hit the motherload
Another of the more significant improvements that you get with the Legendary Edition is loading times. Anyone who’s had to sit through the Citadel elevator loading issues of the original Mass Effect will understand just how thrilling it is to finally run the game from an SSD (on console).
We can’t comment on loading times for Xbox One or PS4 (or even PS5, as we’ve not played that copy) – although each are meant to be greatly enhanced too – but our experience of loading on both Xbox Series consoles couldn’t have been any better.
EA / BioWare
When stepping into any of the elevators on the Citadel, it is mere seconds before you reach the next area. This used to take a minute or more. In fact, all the clever tricks BioWare added to help alleviate the loading pain – such as in-elevator conversations or tannoy announcements – are now superfluous. You can still listen to them, but a skip option is also available as they are no longer needed to paper the cracks.
The same is true with loading in other areas of each of the games. Space travel, for example, is almost instant. Even the games load superfast at the beginning, once chosen on the launcher.
There are also many other smaller, often imperceptible tweaks (like an increased number of autosave points), so we could go on and on. It’s worth stressing though, that all of these have been made to improve and existing experience, not replace it. And, as life-long game fans ourselves, there is something altogether noble in that.
Verdict
We’ve played several hours of each of the three Mass Effect games in the Legendary Edition, but haven’t yet completed them this time around (we have in the past, a couple of times). However, we think we’ve seen enough to be able to give an honest opinion.
This collection is like a masterwork or remastering of one of the great music albums. It doesn’t go completely to town, or likely far enough for some, but the subject matter has been treated with the reverence it deserves. Let’s face it, you’d be hard pushed to find better scripting or storytelling out there, even in the biggest budget, most modern games. That’s where the Mass Effect trilogy’s real heart lies – and you can slather on as much polish as you like, but that’s what will draw you back.
Newcomers might initially baulk at the in-game visuals and their many caveats, but once the story grips they’ll find themselves as enamoured as we all were first time around. As for the rest of us, this is like revisiting an old friend and regaling memorable tales – all 100 plus hours of them. Wonderful.
Sometimes I reflect on my life and wonder where I went wrong, such that I am sitting on a wooden pew in federal court, watching a Google search for Candy Crush Saga on the display monitor. This is a huge trial with major stakes for tech companies. It is also a crashing bore.
On the stand is Lorin Hitt, professor of operations, information, and decisions at the University of Pennsylvania Wharton, looking uncomfortable behind his face shield. During his direct examination in the ongoing Epic v. Apple trial, Hitt testified that he didn’t think having to access an app like Candy Crush through a browser instead of the app counted as “friction” for the user — and that it certainly was less friction than “real-world” alternatives, such as leaving a convenience store and then crossing the street to go to another convenience store.
The point of Hitt’s earlier testimony was that game developers “multi-home” games to PC and mobile. He’s Apple’s expert witness, and he is here to convince the judge that being blocked from the App Store isn’t a huge barrier to developers. Epic — whose game Fortnite is in fact blocked from the store — has taken Apple to court to show otherwise. And the picture Hitt painted on his direct examination was largely dismissive of Epic’s concerns.
Epic attorney Yonatan Even, also in a face shield, is now doing his best to blow a hole in Hitt’s testimony. I am doing my best to follow a confusing spreadsheet that includes games that Hitt has promised are on both PC and mobile phones. Even begins by pointing out some of these games are not, in fact, available for PC. One game, Words Story, is listed as available on PC on the document, but does not say this on the developer’s website. In the Microsoft store, a “Words Story” with the same art exists, but it’s not the same developer. “Sir, this is not the same developer and not the same game, is it?” Even says. “It’s what is called a ‘fake game.’”
We go through this tiresome process for several games: Helix Game, Crowd City, BitLife, Happy Glass, Paper.io 2, and Mr. Bullet. I have never heard of any of these small-potatoes games, which makes them sort of a weird point of comparison for the most popular game in the world. The app developer pages suggest they are not available on PC, despite Hitt’s document to the contrary. Things are getting contentious, and Hitt is beginning to have a hang-dog “Rick Moranis in Honey I Shrunk the Kids” vibe. Did Hitt double-check the data to make sure it was the same developer across stores? Can he tell the court under oath that a certain app is from the same developer?
“Can you give the court sworn testimony that you have seen with your own eyes that this game is also available on PC?” Even asks.
Hitt can’t guarantee all the games listed in the unintelligible spreadsheet are from the same developer across all platforms, it turns out. He says his team of researchers did the analysis, and he trusts his team.
Hitt said earlier that he’d identified eight games that let people buy things on the iOS web browser, and then use them in iOS apps; these are identified in the spreadsheet. Epic has complained that this process isn’t good enough — and certainly isn’t ubiquitous. Now, Even raises the “frictionless” process that Hitt had blithely testified to earlier in the day. Candy Crush Saga is the example Even chooses. We go to the website, and press “install,” where we are promptly sent to the App Store. We tab back to the website. The only possible way to play on the web is on desktop. The Facebook option for Candy Crush, too, is desktop.
“That’s part of the frictionless process you have envisioned?” Even asks, somewhat sarcastically.
We try another game, Clash Royale, developed by Supercell. We go to Supercell’s FAQ, where it emerges that payment processes are only through Apple’s App Store or Google play. Supercell itself doesn’t keep payment information “And yet you believe that your team managed to go into a website and buy legitimate Clash Royale money and go back to the app? That’s your testimony?” Even asks.
Then he twists the knife: The typical user of Clash Royale doesn’t have a research team, Even observes.
I am terrified we are going to go through all eight apps, but thankfully Even spares us the exhaustion. According to Even, there are three apps that support buying something on the web, then using it in an app: PlayerUnknown’s Battlegrounds, Roblox and… Fortnite. (Fortnite, however, is now banned from iOS.) Does Hitt have any basis to dispute this?
Hitt says he trusts his team. I am feeling very bad for the team, which has largely been thrown under the bus by Hitt here.
On redirect, Apple’s Cynthia Richman tries to stop the bleeding. Sometimes developers license games to other developers — which might explain some of the cases where the developers don’t match. Hitt also tells us that Even’s rather brutal examples aren’t typical. Hitt has personally purchased V-bucks on a mobile browser, he tells us proudly.
“It looked pretty difficult given the examples you provided,” says Judge Yvonne Gonzalez Rogers. What’s the explanation for why we couldn’t do these things during the cross-examination? Well, Hitt says, there were other links in the spreadsheet.
That may very well be true. But Even’s point stands: most of us do not have research teams. I wish I did — I could send them to the trial in my stead and blame them if the work was subpar. Instead, I am personally sitting through excruciating expert testimony. Why am I focusing on this, specifically? It’s the most interesting thing that happened all day.
Corsair’s Virtuoso RGB Wireless XT headset is extremely comfortable, versatile and delivers great sound. It can also play audio from both a PC and Bluetooth device at the same time. But you’ll have to seriously need those abilities to shell out the $269 asking price.
Sony is apparently looking to release more than 25 PlayStation 5 games under its PlayStation Studios brand. And “nearly half” of them will not be sequels or spinoffs, according to Wired’s interview with PlayStation Studio lead (and former Guerrilla Games managing director) Hermen Hulst.
That could theoretically be a lot more games than the four first-party Sony titles we already know about:
Horizon Forbidden West (2021)
Ratchet and Clank: Rift Apart (June 2021)
God of War: Ragnarok (2021)
Gran Turismo 7 (2022)
Twenty-one additional games could be a huge shot in the arm for the PS5, especially considering how slowly exclusives are trickling out; Gran Turismo has already slipped to next year.
Sony also may not be completely on the hook for producing all of the games that are unaccounted for, though. The PlayStation Studios branding is a bit murky. When it was first announced, Eric Lempel, the head of global marketing at Sony Interactive Entertainment, told GamesIndustry.biz that the branding “doesn’t mean that we outright own the developer, but it just means we brought it up as a first-party. In a lot of cases we don’t own the developer.”
Wired specifically name-drops indie games from outside studios partnered with Sony, including the upcoming Kena: Bridge of Spirits, and a game from Haven Studios. It’s unclear whether those and similar titles will be counted toward the more-than-25 figure. Sony didn’t immediately respond to a request for clarification.
Also, if Haven Studios doesn’t sound familiar, it’s because it was just formed in March when noted industry figure Jade Raymond left Google when it shut down its in-house Stadia development studios. That speaks to the idea that we many not be seeing some of these games for quite a while. Hulst did mention that some of the games would be small, however, likely taking less development time. That, along with the fact that many of the games won’t be part of existing franchises, is exciting for non-AAA aficionados like myself and could help relieve worries that it’ll take a decade for all these games to come out.
And while the games may not all be first-party games, that’s not necessarily a bad thing: Returnal was a PlayStation Studios game made by an outside developer, and it’s an example of an original game that’s received a lot of praise since its release.
It’s also worth noting that these games won’t necessarily be exclusive to the PS5. MLB: The Show 21 is a PlayStation Studios game that’s available on Xbox, and Horizon Zero Dawn has gotten a (somewhat troubled) PC port. Sony has also said it’s interested in bringing more of its games to the PC in the future. There are also, of course, games that will come out for PS4 as well as PS5: we know that Forbidden West will be released on the older PlayStation.
Even with all the caveats, it’s exciting to hear that Sony is working on a slate of games for the PS5, likely far beyond what we’ve already heard about. With Sony’s latest earnings report indicating that it’s sold 7.8 million PS5s, there are a lot of customers who will be looking for experiences that justify the cost of the PS5, and it seems like Sony is trying to make sure it’s got its bases covered.
Gabe Newell, the head of Valve Software, hinted to students in New Zealand that the company might expand its Steam platform, or at least some games, to the console space later this year. The comment is vague at best, but at least it shows that the owner of one of the largest game distribution platforms has not given up its living room gaming plans.
Earlier this week, Gabe Newell spoke to students at Sancta Maria College in Auckland, New Zealand, and was asked whether Steam would be “porting any games on consoles, or [would] it just stay on PC?” The response was imprecise, but we cannot really expect anyone to disclose business plans at an event like this.
“You will get a better idea of that by the end of this year… and it won’t be the answer you expect,” Newell said. “You’ll say, ‘Ah-ha! Now I get what he was talking about.'”
The whole conversation had been recorded by a student who later uploaded it to Reddit, Ars Technica first reported.
Valve’s track record with game consoles in particular and living room gaming in general has been bumpy at best. On the one hand, the company successfully ported its games to consoles from Microsoft and Sony in the past, including the very successful The Orange Box on Xbox 360 and PS3. On the other hand, Valve’s Steam Machines initiatives has failed, just like its console oriented SteamOS. Valve’s Steam Link, which allowed to stream games from a local PC to a TV, has also failed to get popular enough for the company to keep selling the product.
For gamers, getting their Steam libraries on consoles would be a thing of dreams. It’s unclear how Steam would work on those systems, though, as Nintendo, Xbox and Sony all run their own exclusive stores on their platforms. Furthermore, far from all Steam games have versions for consoles, and developing a Windows or Linux emulator for Xbox or PlayStation is one heck of a task. Streaming games to consoles might be a way into the living room for Valve, but controller options may be an obstacle there.
Newell has been living in New Zealand since March 2020, when he was stuck as the Covid-19 pandemic hit. Since he doesn’t often do big appearances in the games industry, it makes some sense that a bunch of New Zealand students were the first to hear his thoughts on upcoming announcements.
The Aorus FV43U misses a couple of things as a TV replacement, but for gaming, it has few equals. A huge and accurate color gamut coupled with high contrast, 4K resolution and 144 Hz makes it a great choice for both PC and console gamers.
For
+ Class-leading contrast
+ Huge color gamut
+ Accurate out of the box
+ Excellent HDR
+ Solid gaming performance
Against
– No 24p support
– No Dolby Vision
Features and Specifications
If you’re looking for a jumbo-sized gaming monitor, there are plenty of routes you can take. There are multiple sizes of ultrawide 21:9 screens ranging from 34 to 38 inches diagonal. Then there’s the mega-wide 32:9, 49-inch genre. Or you can stick with flat panels in the 16:9 aspect ratio and go 32 inches or larger. Many simply opt for a TV, opening up the field to extra large displays that can top 80 inches.
If you want to stick with a desktop configuration though, the 43-inch category is a good choice. It’s large but not so big that you can’t sit close. It’s possible to play from 3 or 4 feet away, see the entire screen, and fill your peripheral vision with the image. And the 16:9 aspect ratio that 43-inch monitors come in means plenty of height, something that ultrawide and mega-wide monitors don’t have.
You can typically put a 43-inch gaming monitor on your desktop for around $1,500. That’s more than many 55-inch TVs but a computer monitor delivers a few things, like DisplayPort and high refresh rates, that consumer TVs do not. The Gigabyte Aorus FV43U makes the comparison a little easier, however, as it’s going for $1,000 as of writing.
The FV43U is a 16:9 VA panel competing with the best 4K gaming monitors with a 144 Hz refresh rate, AMD FreeSync, HDR and a quantum dot backlight that’s specced to reach 1,000 nits brightness. It also delivers decent sound from its built-in speakers, thanks to multiple sound modes. Let’s take a look.
Gigabyte Aorus FV43U Specs
Panel Type / Backlight
VA / W-LED, edge array
Screen Size & Aspect Ratio
43 inches / 16:9
Max Resolution & Refresh Rate
3840×2160 @ 144 Hz
FreeSync: 48-144 Hz
Native Color Depth & Gamut
10-bit (8-bits+FRC) / DCI-P3
DisplayHDR 1000, HDR10
Response Time (GTG)
1ms
Brightness
1,000 nits
Contrast
4,000:1
Speakers
2x 12w
Video Inputs
1x DisplayPort 1.4 w/DSC
2x HDMI 2.1, 1x USB-C
Audio
2x 3.5mm headphone output
USB 3.0
1x up, 2x down
Power Consumption
54.3w, brightness @ 200 nits
Panel Dimensions
38.1 x 25.1 x 9.9 inches
WxHxD w/base
(967 x 638 x 251mm)
Panel Thickness
3.5 inches (88mm)
Bezel Width
Top/sides: 0.4 inch (10mm)
Bottom: 1 inch (25mm)
Weight
33.8 pounds (15.4kg)
Warranty
3 years
By starting with a VA panel, the FV43U is already ahead of many premium gaming monitors that rely on lower contrast IPS technology. Most IPS monitors are specced for around 1,000:1 contrast, while the FV43U boasts 4,000:1 on its sheet and topped that dramatically in our testing with SDR and extremely when it came to HDR. HDR is aided by the monitor’s 1,000-nit backlight enhanced by a quantum dot filter for greater color volume, which our testing will also confirm.
Video processing leaves nothing under the table. The FV43U is one of the few 4K displays that can run at 144 Hz. It manages this over a single DisplayPort cable using Display Stream Compression (DSC). That means it can process 10-bit color, though it uses Frame Rate Control (FRC) to achieve this. FreeSync operates from 48-144 Hz in SDR and HDR modes. G-Sync also works with the same signals as verified by our tests, even though it’s not Nvidia-certified. (You can see how by checking out our How to Run G-Sync on a FreeSync Monitor tutorial).
Peripheral features include two HDMI 2.1 ports, which support console operation, namely the PS5 and Xbox Series X, with variable refresh rates up to 120 Hz. The monitor’s USB-C port accepts Ultra HD signals up to 144 Hz. This is common among USB-C monitors as USB-C can replicate DisplayPort functions, but you’ll need a graphics card with USB-C, of course. The monitor’s USB-C port also allows for KVM switching (allowing you to control multiple PCs with a single keyboard, monitor and mouse) through additional USB 3.0 ports.
Assembly and Accessories
Two solid metal stand pieces bolt in place on the bottom if you set up on a desktop or entertainment center. Wall mounting is supported by a 200mm lug pattern in back. You’ll have to source your own bolts which should be part of any bracket kit.
Product 360
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From the front, the FV43U looks like any modern television with a narrow bezel around the top and sides and larger bit of molded trim across the bottom. The Aorus logo and a power LED are visible in the center. The stand puts the panel a bit less than 3 inches from the table, so it’s a good height for a desktop if you plan to sit around 4 feet back. The anti-glare layer is more reflective than most smaller screens, so plan placement accordingly if you have windows in your room.
A joystick for controlling the on-screen display (OSD) menu joystick is prominently situated on the panel’s bottom center but the easiest way to control the FV43U is with its tiny remote. It only has a few keys but they’re enough to zip through the OSD, change inputs and control the gaming features.
The back is where you’ll find most of the styling elements. Two slanted shapes are rendered in shiny plastic, along with an Aorus logo in the center. The rest of the finish is matte and features some brushed textures. Angles and straight lines are the order of the day with a generous grill at the top for heat dissipation. Speakers fire from the bottom vents and deliver 12W apiece (more on that in the Hands-on section).
The input panel is on the right side which makes it easily accessible. You get two HDMI 2.1, one DisplayPort 1.4 and a USB-C, which also supports 144 Hz and Adaptive-Sync. The HDMIs are limited to 120 Hz but support Adaptive-Sync and 4K resolution, making it fit for console gaming.
OSD Features
The OSD looks just like the menu found in all Aorus monitors but you can make it larger so it can be more legible from across the room.
The Gaming sub-menu has everything needed for competitive gameplay. At the top is Aim Stabilizer Sync, which is a backlight strobe for blur reduction. It’s one of the rare implementations that can work in concert with Adaptive-Sync, and it manages to do this without reducing brightness too much out of the box (of course, you can always turn the brightness up).
Black Equalizer makes shadow detail more visible; Super Resolution adds edge enhancement (not in a good way), Display Mode changes the aspect ratio and Overdrive offers four options. Balance is the best one, as it has good blur reduction, no visible ghosting and allows you to toggle Adaptive-Sync on or off.
The Picture menu offers an extensive array of image modes (eight, plus three custom memories), along with color temp and gamma presets and something we normally see only on professional screens: selectable color gamuts. You can choose between Adobe RGB, DCI-P3, sRGB or Auto, but in our tests, Auto did not automatically switch the color gamut for different signal types. That means that if we wanted to watch SDR content in the sRGB it’s made in, we had to select the gamut manually.
You also get Local Dimming, which increases contrast significantly. It makes the picture very bright as well, but highlight and shadow detail remain solid, so it is perfectly usable. However, we recommend leaving it off unless your room has a lot of ambient light because you can’t reduce brightness when it’s on. If you prefer a Low Blue Light mode for reading, that feature is in the OSD too.
A single press of the large button in the center of the remote’s nav pad brings up a quick menu. Pressing left opens the Aorus dashboard, which can display your PC component’s internal temperatures and fan speeds. You’ll need a USB connection for this, but most motherboards will transmit the information to the FV43U.
A right press brings up Game Assist, which offers timers, counters, refresh rate info and aiming points. You also get a single cross in the OSD and can create additional reticles if you download the Aorus desktop app. Additionally, the OSD offers alignment marks in case you plan to set up additional FV43Us in a multi-screen configuration. Now that would be super cool! We’re thinking ultimate desktop flight simulator.
Gigabyte Aorus FV43U Calibration Settings
The FV43U comes set to its Green (yes, that’s the term used in the OSD) picture mode. It has nothing to do with the color green but is fairly accurate out of the box – enough to make our Calibration Not Required list. But if you’re a perfectionist and want to tweak the image, choose the User Define color temp and adjust the RGB sliders. Gamma presets and color gamut options are also available. For the full native gamut, choose Auto or Adobe RGB. Either will deliver just over 100% of DCI-P3 coverage. sRGB is also very accurate, but we found it better to choose the sRGB picture mode rather than the sRGB gamut mode. Below are our recommended calibration settings for SDR on the Gigabyte Aorus FV43U.
Picture Mode
Green
Brightness 200 nits
13
Brightness 120 nits
4
Brightness 100 nits
2 (min. 89 nits)
Contrast
50
Gamma
2.2
Color Space
Auto or Adobe
Color Temp User
Red 100, Green 97, Blue 99
When HDR content is present, there are four additional picture modes available: HDR1000, HLG, Game and Movie. HDR1000 is the most accurate, but locks out all image controls. Game and Movie allow for brightness and contrast adjustments and toggling and local dimming. We’ll explain that in more detail in the HDR tests.
Gaming and Hands-on
A question that should be answered when one considers buying a 43-inch gaming monitor is, will it function as a TV? Since some FV43Us will wind up in living rooms or entertainment centers, it’s important to know whether it can play well with things like disc players or streaming boxes.
There is no internal tuner so technically, the FV43U is not a TV. But its HDMI 2.1 inputs can accept input from any cable or satellite receiver, as well as a 4K disc player or streaming box like Apple TV. We tried a Philips BDP-7501 player and an Apple TV source. SDR and HDR10 signals were supported fine with one omission, 24p. Film cadences are present on any Blu-ray and in many streamed shows and movies from streaming services like Netflix and Amazon Prime (in addition to 50 and 60 Hz). The FV43U converted these streams to 60 Hz, which caused a bit of stuttering here and there. It wasn’t pervasive, but we occasionally saw artifacts. Note that the FV43U, like most computer monitors, doesn’t support Dolby Vision. We’ve only seen a few pro screens that includeDolby Vision.
As a monitor for controlling Windows, the FV43U was a joy to use. With its vast area, we could clearly view four or five documents simultaneously. Sitting about 4 feet back, the pixel structure was invisible, but if we sat closer we were just able to see the dots. Color, meanwhile, was beautifully saturated, great for watching YouTube and browsing the web. If you want perfect accuracy for web browsing, the sRGB mode is available with a few clicks of the remote.
Gaming is also a blast with a screen this big. SDR games like Tomb Raider rendered in vivid hues with deep blacks, bright whites and superb contrast. The large dynamic range and accurate gamma mean that you’ll see all the detail present in the original content. That lends a realism seen on only the very best computer monitors.
HDR games, like Call of Duty: WWII, also showed tremendous depth on the FV43U. We played exclusively in the HDR1000 picture mode because of its very accurate luminance and grayscale tracking. The FV43Us large color gamut was put to good use here. It was readily apparent in skin tones and natural earth shades, like brown and green. That, coupled with nearly 39,000:1 contrast, made surfaces and textures pop with a tactility that we’ve only seen from premium screens like the Acer Predator CG437K or the Asus ROG Swift PG43UQ (both go for $1,500 as of writing). Without a full-array local dimming (FALD) backlight like that Acer Predator X27 and Asus ROG Swift PG27UQ have, the FV43U doesn’t quite make the very top tier of the best HDR monitors. But it comes awfully close to their image quality while delivering a lot more screen area.
The monitor’s two 12W speakers deliver sound that’s better than what you’ll hear from smaller monitors with much more bass and overall presence. Five audio modes help you tailor sound to your preference. If you’d rather use your best gaming headset, there’s a 3.5mm jack and an additional analog output for external systems.
The SteelSeries Arctis 9 Wireless is what I’d call a logical addition to the famous and mostly fantastic Arctis gaming headset lineup. Looking at their nomenclature, the Arctis 9 Wireless is a natural upgrade of the also wireless Arctis 7, whose first edition I reviewed back in 2017 and still happily use to this day simply because it continues to impress me with its build quality, wearing comfort, and overall performance. But let’s not waste any more time on the Arctis 7—we’re here to talk about the $200/€200 Arctis 9 Wireless.
Depending on where you buy it, the Arctis 9 Wireless costs $30–$50 more than the Arctis 7. For that price hike, you’re getting everything great about the Arctis 7 with the addition of expanded wireless connectivity. Aside from the standard 2.4 GHz RF wireless connection, the Arctis 9 Wireless also offers Bluetooth connectivity. It can be used on its own to connect to mobile devices (smartphones, tablets, laptops), TVs, and other devices which act as Bluetooth sound sources, or simultaneously with the 2.4 GHz connection. Thanks to that, you can have it connected to your PC and phone at the same time, and use it to answer phone calls without stopping what you’re doing or taking off the headset. In case you own a PlayStation, a Bluetooth connection to your phone will allow you to connect to a Discord server through Discord’s mobile app and easily communicate with your friends. Another interesting option is to connect the headset to your Nintendo Switch through a built-in analog 3.5-mm interface to hear the game while utilizing a Bluetooth connection to your phone for voice chat in Switch games that don’t support it natively. You can also use it wirelessly with the Switch because the supplied wireless dongle works perfectly fine as long as the Switch is in docked mode.
Xbox users, fear not—SteelSeries is also making an Xbox-specific version of this headset, simply called the Arctis 9X.
Specifications
40-mm dynamic drivers (neodymium magnet)
32 Ω impedance
20-20,000 Hz frequency response (specified by the manufacturer)
Closed-back, over-ear design
2.4 GHz and Bluetooth wireless connectivity
3.5-mm wired connectivity (output only)
Retractable bidirectional microphone
Over 20 hours of battery life
Supplied 1.5-meter Micro-USB charging cable
Platform support: PC, macOS, PS4, PS5, Nintendo Switch, and mobile devices
Your PC is nothing without its operating system, and for most devices (about 1 billion to be more precise), that OS is Windows 10. Windows has been around for so long that even the technologically inept should be able to find their way around the latest version. But if you’re a tech enthusiast, you don’t just want to be able to just use Windows 10; you want to master it. Only then can you enjoy the performance your system was built for and make the most out of what both your computer, the ubiquitous OS and you as a user can do.
We’ve been detailing some of the handiest Windows 10 tips and tricks so you can maximize your PC’s relationship with the OS and make sure it works the way you want it to with your device. This means tips on maximizing Windows 10’s productivity software, momentous Windows 10 hacks that are sure to boost your productivity, Windows 10 troubleshooting tutorials to keep in your back pocket and even answers to questions you’re too scared to ask.
Windows 10 Productivity Tips
If you got the basics of Windows 10 down ages ago, you might be wondering what we have to offer you. The following are some of our favorite hacks for boosting productivity while working with Windows 10. Between ways to capture screenshots you may not have thought of and instructions for a DIY SSD, these should help you learn something you didn’t know before.
How to Get Windows 10 for Free (or Under $30)
15 Windows Tips to Help You Work Faster and Smarter
How to Share Your Internet Connection in Windows Using Ethernet or Wi-Fi
How to Free Up Space in Windows 10 and macOS
How to Turn a Windows 10 PC Into a Wireless Display
How to Use the Same Keyboard and Mouse With 3 or More PCs at Once
How to Map a Network Drive in Windows 10
Five Easy Ways To Capture a Screenshot in Windows 10 (also see: How to Take a Screenshot on a Mac)
How to Get Microsoft Office for Free (or Under $50)
How to Use XLOOKUP in Excel
How to Delete Blank Cells in Excel / Google Sheets
How to Shade Every Other Row in Excel / Google Sheets
How to Use an External Drive for Internal Storage
How to Build Your Own SSD
Simple RAM Overclocking With a Few Clicks: How to Enable XMP
Windows 10 Troubleshooting Tips
If you’re the kind of person who people call when they can’t get their system to work properly, you’ll want to get a firm grasp of all the following Windows 10 troubleshooting tutorials.
How to Use a Minidump File to Fix Your Windows BSOD
How to Factory Reset a Windows 10 PC
How to Boot Windows 10 in Safe Mode
How to Find a MAC Address in Windows 10
How to Monitor Your CPU Temperature
How to Test RAM: Making Sure Bad Memory Isn’t Crashing Your PC
How to Pause Windows 10 Updates
How to Fix the ‘Page Fault In Nonpaged Area’ Error in Windows 10
Windows 10 Security Tips
Windows security isn’t just something that enterprises need to worry about. Not only do everyday users need to think about their security on the web, security at home or in the office can also be an issue if you share a device. For all those things on the family computer no one else needs to see, the following how-tos should help you out.
How to Password Protect a Folder in Windows 10
How to Change Your Password in Windows 10
Windows 10 Tips and Tricks: Make It Yours
Microsoft doesn’t have the final word on how you experience Windows 10. We have step-by-step instructions for tweaking the OS to your preference. Maybe bright apps make your eyes weary, you want to change how your system boots or just don’t want to make a Microsoft account. Look to these Windows 10 tips and tricks for assistance.
New PC? Change These 13 Windows Settings Right Away
How to Enter the BIOS on any PC: Access Keys by Manufacturer
How to Create a Local Account in Windows 10
How to Hide the Taskbar in Windows 10
How to Format a Hard Drive Using the Command Prompt
Paint It Black: 15 Ways to Dark Mode Your PC
How to Change the Lock Screen Photos on Windows 10
Basic Windows 10 Tips and Tricks
In the tech world, it seems everyone knows it all, but the truth is no one does. Whether you’re a macOS converter (welcome), coming to Windows 10 from an older version of Windows, looking for a refresher or just plain don’t know how to do some basic or introductory tasks on Windows 10, we’ve got you covered.
How to Disable Notifications in Windows 10
How to Use Focus Assist to Control Notifications in Windows 10
(Pocket-lint) – Gaming phones have become something of a fixture in the Android space; while many flagship devices push their gaming prowess, for a select few, gaming is their raison d’être, their everything.
The ROG Phone is one such device, pushing Asus’ Republic of Gamers brand and weaving into that the experience Asus has gained from its regular phones. And in the fourth-generation of this phone Asus is more ambitious than ever.
Here’s why the Asus ROG Phone 5 is not only a great gaming phone, it’s a great phone outside of that too.
Design & Build
Dimensions: 173 x 77 x 9.9mm / Weight: 239g
Under-display optical fingerprint scanner
3.5mm headphone jack
ROG Vision rear display
Gaming phones often show their colours when it comes to the design. Aside from being large – which the ROG Phone 5 definitely is – you’ll often find more overt graphics and emotive finishes rather than just being a safe black or grey.
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The ROG Phone 5 doesn’t go to an extreme though: from the front it just looks like a normal phone. Flip it over and you’re treated to subtle design touches etched into the rear glass, which also gives some indicator of where the touch points are for the AirTriggers (which Asus describes as “ultrasonic sensor zones that can be customised to perform different functions, such as reproducing actions in specific games and launching specific apps”. We touch upon these in more detail in the last section of this review).
The thing that gives the game away is the ROG Vision display on the rear of the phone. There are two different versions of the display, with a dot display on the regular ROG Phone models and a slightly smaller but more sophisticated display panel on the Pro and Ultimate models – the Pro is shown in this review.
ROG Phone 5 comes in regular, Pro and Ultimate editions
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That blows the subtlety out of the water, allowing you to have RBG illumination on the back of the phone – with the Pro and Ultimate models offering a wider range of graphics and animations – all of which can be controlled through the Armoury Crate app on the phone, just like Asus PC components.
That control includes turning the Vision display off if you don’t want it – but you’ll soon forget it’s there until people mention it. It’s on the back of the phone and it’s rare to be looking at the back of the phone when you’re doing something, so let’s not dwell on it.
There are a couple of other quirks around the body: The USB-C on the base of the phone is offset to one side rather than central (and we don’t know exactly why), while there’s a secondary USB-C on the side of the phone. This secondary USB sits alongside the contact point to power the AeroActive Cooler 5 – the clip-on fan – and both have a rubber seal that presses into the side to keep out dust.
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This cover is probably the worst piece of design implementation on the ROG Phone 5. The fact that there are a couple of spares in the box tell you everything you need to know: you’re going to lose this cover, because it’s a separate piece of rubber.
Motorola’s new Moto G9 Plus is a stunner of a phone – find out why, right here
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We’ve found it flapping off when pulling the phone from a pocket, and just when handling the device. We’re constantly pushing it back into place and a couple of times we’ve found it missing and then located it in the bottom of a pocket.
An out of box experience all phones can learn from
One of the great things about gaming phones is what you get for your money. There are a whole range of phones on offer and none are really expensive compared to flagships from brands like Samsung and Apple. The ROG Phone 5 starts at £799 in the UK – and that’s for a 12GB RAM model with 256GB storage, not the bottom of the range loadout.
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But it’s not just about the core device, it’s about the rest of the experience. Lavishly packaged, opening the ROG Phone 5 is an event. From the cool comic book graphics of inside of the box, that flow through into the startup process for the phone, there’s a sense of theatre. It’s a reward for your custom and it’s so much better than just sliding a phone out of a box.
You also get more in the box: the 65W charger that will deliver a fast charge; the case that brings some grip to what is, admittedly, a slippery phone given its massive size; and the clip-on AeroActive Cooler 5 fan, which integrates a kickstand, two physical buttons, and another RGB logo.
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Some might baulk at this as more landfill, but some companies will make you pay for the charger – and here you’re getting a powerful charger you can use with your other devices too.
Display
6.78-inch AMOLED panel
Up to 144Hz refresh rate
2448 x 1080 resolution
There’s a 6.78-inch display in the ROG Phone 5. It’s big by any standard, with Asus hanging onto the bezels top and bottom. The top bezel integrates the front-facing camera, so there’s no need for a notch or punch-hole.
It’s also a flat display, all practical design decisions made to give you the best gaming experience, ensuring that you get as much visual space as possible. Given how problematic we found the Xiaomi Mi 11 Ultra’s display, we’re just fine with the ROG Phone 5 going flat.
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The ROG Phone 5 models all stick to a Full HD resolution and while devices like the Samsung Galaxy S21 Ultra can technically produce finer detail, generally speaking that makes little difference. We can’t fault the ROG Phone’s display for detail.
It also offers refresh rates up to 144Hz (if you have any games that support that, there’s a full list on the ROG website), with options to select 60 or 120Hz – or Auto, which will pick the refresh rate based on the content.
HDR 10+ is supported to bring pop to the visuals for high dynamic range content, while that AMOLED panel provides rich colour visuals, with the option to tune that to your preferences.
It’s a great display and about the only thing that separates it from the best displays on the market is the peak brightness. It offers 800 nits, which is still bright enough for most, but Samsung’s top-end offerings will outshine this model – most notable when outside in sunny conditions.
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Flanking the display top and bottom are dual stereo speakers, while there’s also a 3.5mm headphone socket for those wanting to go wired. The speaker performance is stellar, amongst the best you’ll find on a smartphone. It’s rich and immersive, with substantial bass and volume that means you don’t need headphones to get the most from your content.
Hardware & Performance
Qualcomm Snapdragon 888 platform
8GB-18GB RAM, 128GB-512GB storage
6000mAh battery, dual USB-C 65W wired charging
The fact the ROG Phone 5 houses Qualcomm’s Snapdragon 888 platform makes it especially good value for money – as you’re getting the latest flagship hardware that will embarrass some other phones.
Of course it comes in at different price points, with RAM and storage leveraging the price, although not all models will be available in all regions. We actually tested the 16GB/512GB model (the ROG Phone 5 Pro – a model that isn’t planned for the UK; although there’s a 16GB/512GB version of the standard ROG Phone 5, the only difference being the type of display you get on the back of the phone).
The performance is also exemplary. There are a number of elements to this. It’s got that great hardware and, as a result, we’ve found the gaming performance to be outstanding.
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This is a phone that eats hours of Call of Duty Mobile or PUBG Mobile, giving solid gameplay, combined with those design elements and some software enhancements that feel like they give you edge, or at least give you the opportunity to establish new preferences thanks to the bespoke gaming options offered.
We also didn’t find the ROG Phone 5 to get excessively hot under load, despite the option of the clip-on fan.
But the important point about performance is that the ROG Phone 5 also runs fast and smooth outside of gaming. We’ve seen gaming phones that drop the ball when it comes to simple tasks, because of poor software. The ROG Phone 5 is stable, which makes for a great experience.
There’s a huge 6000mAh battery, which is fitting for a phone of this size, again with Asus splitting the battery and enabling 65W wired charging. That makes for really fast charging, with the option to bypass charging – and just have the power used for the system rather than recharging the battery.
Again, this is an option for gamers, so you’re not charging (which produces heat) and loading the system (which produces heat) and could potentially lead to a drop in performance.
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A big battery means big battery life. In regular use the ROG Phone 5 will easily see you through the day and into the next. It’s not a charge every night type of phone. Even with a couple of hours of gaming thrown in – at top brightness and max settings – battery life isn’t a worry. That’s a great position not just for a gaming phone, but any smartphone.
There are power modes available, with X Mode firing up full power to let things rip, and a Dynamic Mode to keep things balanced. You can customise the power modes to suit your preferences with things like network, display, performance, and other controls all selectable.
There’s an under-display fingerprint scanner that’s fast to unlock, while calls comes through loud and clear too – with no detected problems with Wi-Fi or 5G connectivity.
The camera on any gaming phone is often something of an afterthought. The focus is on the experience of gaming – so the camera is seen as less of a focus. Despite that, Asus is pushing the ROG Phone 5 as having a triple camera system.
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The main camera is a 64-megapixel sensor, using pixel combining to produce a 16-megapixel image as standard. You can shoot in full resolution, but you have to dig into the menu to find that option, which no one is ever going to do.
There’s an ultra-wide lens, giving the equivalent of 0.6x, although the quality isn’t great, with visible blurring around the edges if there’s any detail there – but fine for open shots of expansive landscapes.
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1.0X MAIN CAMERA
The final camera is a macro camera, which we’re generally non-plussed about. As on other devices, macro cameras seem to be thrown in to make up the numbers – and that’s what it feels like here too.
So back the main camera and the performance is reasonable, producing naturally balanced pictures, although perhaps not getting the most out of scenes and not showing as much pop as other cameras we’ve seen can offer.
Low-light shooting offers that slow exposure so you can watch the image get lighter, which we like – and it will take those shots automatically in low light, which means people will actually use it.
There’s a portrait mode for blurring the background that works well enough, although it seems to soften the background with over-exposure which makes results look a little clumsy.
Portrait works on the front and back cameras and we generally prefer the results without portrait mode – and you can’t adjust the levels of blur after the fact, so it’s worth taking a few photos and figuring out what gives you pleasing results so you can change the settings before you take the picture. The selfie camera is generally good, although images quickly get softer in lower light conditions and aren’t good when it gets dark.
There’s no optical zoom on offer here, although you can pinch-to-zoom from the main camera out to 8x. It’s not an especially elegant system and the results are typical of digital zoom, with quality dropping as you increase the “magnification”.
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One of the reasons for the high-resolution sensor – apart from for the benefit of the spec sheet – is to allow 8K video capture, on top of the 4K 60fps option.
The important thing about the camera is that it gets the job done: while other phones will sell themselves on camera features above all else, that’s not really the ethos behind the ROG Phone 5. This phone is all about the power and the gaming experience. So, yes, there are more engaging cameras elsewhere, but at the same time, this Asus will give you perfectly good results in most situations.
Software and custom gaming options
Android 11
Armoury Crate
Custom gaming controls
As we’ve said previously, the software on the ROG Phone 5 runs smooth and fast. We’ve experienced no problems with the tweaks and changes that Asus has made over Google’s Android operating system, and it’s easy to swing in with Google versions of apps rather than supplied alternatives.
It’s running Android 11 too, so the latest version of Google’s OS – although Asus doesn’t quite have the update record that a company like Samsung now offers, so there’s no telling how long it would be before it moves to Android 12 once that’s released later down the line.
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What’s more relevant here is the gaming software and the options that controls. We’ve mentioned Armoury Crate, which will let you control things like the ROG Vision display on the back of the phone, and act as a launch pad for your games.
Within each game you can see how long you’ve spent playing that game, but more usefully you have a record of profiles for that game. You can, for example, restrict background CPU usage when playing a particular game, change the touch performance, turn off background network syncing – all designed to ensure you have the optimal gaming experience.
That you can customise this to each game is great. For something like a shooter where connection and touch matters more, you might want to restrict everything else. For something casual like Pokemon Go, you might be happy to have everything else on your phone happening. It’s freedom to choose, rather than one gaming mode fits all.
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Within games you have access to the Game Genie dashboard too, allowing you to perform essential things, like tweak the brightness, turn off alerts or calls, speed up your phone – and block navigation gestures so you don’t accidentally exit the game.
There’s the option to have stats always showing – CPU and GPU usage, battery, temperature, fps – and you can drag these to anywhere on the screen so they are out of the way.
But it’s the AirTriggers that are the biggest differentiator from other phones, giving you a range of touch zones around the body of the phone that you can customise. That also includes two physical buttons on the AeroActive Cooler accessory too – which might convince some people to use it, as those buttons feel more positive than the touch areas of the phone’s casing.
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The Cooler buttons are great for things like dropshotting in shooters, because you can hit the deck while still firing, and get back to your feet, all without having to touch anything on the screen – which is a real advantage during games.
There are two ultrasonic buttons on the top of the phone, like shoulder buttons, with haptic feedback. These can offer a full range of programmable options – taps, swipes, slides – and they can be divided into two buttons each side, or you can programme and assign a macro to that button for a sequence you might use in a game.
Then there’s motion support, which you can assign to controls in the game – like forward tilt to reload, or whatever you like.
There’s also (on the Pro and Ultimate models only) rear touch zones you can use for slide input for your fingers on the rear of the phone.
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The challenge is how you incorporate all these tools to make things easier for you during games – although setting them up is easy enough and each setup is unique to each game.
Even if you just find one thing that’s useful, then you’re a step ahead. That might be using an additional AirTrigger for an on-screen control you find hard to hit – or that you can then remove from the display so you have less UI in the way of the game.
Verdict
The thing that really hits home about the Asus ROG Phone 5 is that it’s not just a great gaming phone: it’s a great phone full stop.
Yes, you can’t avoid the fact that the majority of phones are now based around the camera experience – and that’s one area that the ROG Phone 5 doesn’t really go to town on. But with huge battery and display, this is a great media phone in addition to a gaming delight.
For keen gamers, there’s a market of phone choices out there – and the ROG Phone 5 should definitely be high up your shortlist. For everyone else, if you can accept that this Asus is designed for gamers first, it’s still an awful lot of phone for the money.
Also consider
Pocket-lint
Nubia Red Magic 6
This gaming phone attempts to steal the show with a 165Hz display. Despite being a powerful device that’s good value for money, it does oversell the cameras and also brings with it some software quirks you’ll need to work around.
Some Destiny 2 players have been able to play with people on other platforms after developer Bungie inadvertently switched the feature on. Bungie previously said that crossplay would be coming in fall 2021 for every platform that the game is available on, including PC, PS4/5, Xbox One, Xbox Series X/S, and Google Stadia.
The Verge’s Tom Warren spotted that the crossplay feature went live and was able to load up a game with players on both PC and Stadia.
Bungie community manager Cozmo, however, confirmed that crossplay was not supposed to have launched yet. “We are seeing reports that some players are able to get a sneak peek at Crossplay,” he wrote in a tweet. “This isn’t meant to be live yet and is not representative of the full experience. We will be implementing a fix to remove public access later this week, but in the meantime feel free to partake.”
Bungie just today launched Destiny 2’s latest seasonal update, Season of the Splicer, which brings the usual array of new content and activities. It’s unfortunate that crossplay appears to have been an unintended inclusion — particularly if you’re a Stadia player in need of more people to join your games — but for now it sounds like you’ll be able to check it out a little longer.
(Pocket-lint) – The HTC Vive Pro was revealed as the successor to the HTC Vive, back at CES 2018 in Las Vegas. Since then the company has launched the HTC Vive Pro Eye and HTC Vive Cosmos. In 2021, at Vivecon, the company the revealed the HTC Vive Pro 2.
While Oculus is focussing on making accessible and affordable VR headsets for the masses with the Oculus Quest line-up, HTC is very much aiming for the top-tier, best-in-class VR experience.
We’re summarising the differences between the headsets so you know what’s changed.
HTC Vive Pro 2: Dual front-facing cameras, adjustable comfort dial
The original HTC Vive was a striking VR headset with a funky black finish and an unmistakable pocked-marked design. A wired virtual reality headset that required a fairly high-end gaming PC in order to work. This headset was the start of serious VR headsets from HTC and the company has continued to improve upon an award-winning formula since then with various iterations of the Vive Pro line-up.
The HTC Vive Pro is immediately recognisable thanks to some striking design changes. Where the original headset came in black, the HTC Vive Pro came in a bold blue with two front-facing cameras.
The classic pocked-marked design remained with the sensors still a key part of the VR tracking experience, but the Vive Pro included some comfort upgrades missing from the original Vive. As well as other improvements too.
Where the HTC Vive featured three velcro straps that need adjusting to get the right fit, the Vive Pro had an updated design that includes a solid strap, integrated headphones and a clever comfort system. This included a dial at the back that allows for easy fit and comfort adjustment.
The design of the HTC Vive Pro also features enhanced ergonomics to give a more balanced fit by decreasing weight on the front of your face while you play. This includes a redesigned face cushion and nose pad combination which blocks out more light than the current design on the original HTC Vive.
The HTC Vive Pro has two front-facing cameras that look like eyes on the front of the headset. These are primarily designed for developers to take advantage of, but allow for better tracking of your environment as you game too.
The HTC Vive Pro 2 has mostly maintained the same outward design aesthetics as the Vive Pro. The main difference being the front faceplate is now black instead of blue. A lot has changed under the hood, but HTC has taken an “if it isn’t broken don’t fix it” attitude to the general setup of the headset itself.
The HTC Vive Pro uses a DisplayPort 1.2 connection. This is something to bear in mind if you’re considering the upgrade or purchase of the HTC Vive Pro – as not all graphics cards have a DisplayPort output and you might need an adapter.
Despite significantly upgraded visuals, it’s said that any machine capable of running the Vive Pro will be handle the Vive Pro 2 as well. That’s thanks to something called “Display Stream Compression” which downscales visuals if necessary on lesser hardware.
HTC Vive Pro review: The best VR experience… if you can afford it
HTC Vive Pro Eye review: The future of VR is controller-free
HTC
The Vive Pro Eye was an interesting addition to the Vive line-up. A powerful VR headset that’s was more aimed at “professional” users than gamers.
It features similar design aesthetics to the HTC Vive Pro but stands out as having rings around the two front-facing cameras. The highlight of this device is the internal tech though as the HTC Vive Pro Eye features eye-tracking technology. This design, therefore, includes LED sensors around the lenses that both track and analyse eye movements as you observe the virtual world.
The HTC Vive Pro, the HTC Vive Pro Eye and Vive Pro 2 all features adjustable headphones, head strap and eye relief system to ensure you get a comfortable gaming experience. All these headsets are compatible with a wide range of games available from Steam and Viveport.
Best HTC Vive and Vive Pro games: Incredible experiences to play right now
HTC
Display resolution and specifications
HTC Vive Pro: 1400 x 1600 per eye (2800 x 1600 overall resolution), 110-degree field of view, 90Hz refresh rate
HTC Vive Pro Eye: 1400 x 1600 per eye (2800 x 1600 overall resolution), 615 PPI, 110-degree field of view, 90Hz refresh rate
HTC Vive Pro 2: 2448 x 2448 pixels per eye (4896 x 2448 overall resolution), 120-degree field of view, 120Hz refresh rate
The original HTC Vive was the pinnacle of VR when we first reviewed it. Things have come a long way since then and screen technology has changed a lot.
The HTC Vive Pro offered an increased resolution to deliver an even better optical experience. Dual-OLED displays on the headset offered a total resolution of 2880 x 1600. That’s 1400 x 1600 per eye compared to 1080 x 1200 per eye on the original HTC Vive.
The HTC Vive Pro Eye offered the same visual specifications as the Vive Pro. With the only difference being in the way this headset tracks your eyes.
The HTC Vive Pro 2 has lept forward even more with the offer of not only 4896 x 2448 pixels but a faster 120Hz refresh rate and a wider field of view too.
HTC claims the Vive Pro 2 has the “best-in-class” display with the highest resolution to date, even compared to top-of-the-line competitors like the HP Reverb G2 and Valve Index.
This resolution change improves clarity during gaming as well as enhancing immersion for gamers. The HTC Vive Pro 2 offers clearer text rendering and a crisper picture whether playing games or watching videos while using the headset. In-game textures are smoother and more realistic as well as stunning to look at.
HTC has also improved the Vive Pro 2 with the addition of a dual-stack lens design with two lenses redirecting the image for a wider field of view. This is said to have a bigger sweet spot and a more realistic view of the world around you. The fast-switch LCD IPS panel also sports RGB subpixel technology and that, combined with the high pixel count should result in virtually no screen-door effect.
Despite these changes, the Vive Pro 2 can still run on similarly specced gaming PCs:
The recommended specifications are:
Processor: Intel Core i5-4590 or AMD FX 8350, equivalent or better.
Graphics: NVIDIA GeForce® GTX1060 or AMD Radeon RX480, equivalent or better.
Memory: 4 GB RAM or more
Video out: DisplayPort 1.2 or newer
USB ports: 1x USB 3.0 or newer port
Operating system: Microsoft Windows 8.1 or Windows 10
Audio quality and features
HTC Vive Pro: High-performance Hi-Res certified headphones with a built-in amplifier and 3D spatial sound, dual microphones with active noise cancellation
HTC Vive Pro Eye: Hi-Res certified headphones, built-in digital amplifier, 3D spatial sound, dual microphones with active noise cancellation
The HTC Vive Pro includes earcups built right into the design. These headphones offer a similar design to the Deluxe Audio Strap upgrade for the HTC Vive, but with improvements to enhance them further.
The HTC Vive Pro includes high-performance headphones with a built-in amplifier that delivers a superior audio experience including a “heightened sense of presence” and better spatial sound.
The HTC Vive Pro only requires a single cable to connect to the link box which then attaches to your PC, so there are far fewer cables to get in the way as you game.
The headphones click down into place when you need them and click up out of the way when you don’t.
The design of the HTC Vive Pro also includes dual built-in microphones with active noise cancellation for a superior communication experience when playing multiplayer or co-op games. These headphones also include volume controls and a mic mute button built right into the design for easy access while you play.
The HTC Vive Pro Eye and the HTC Vive Pro 2 offer the same audio experience as the HTC Vive Pro. There are no upgrades here as far as we can see from the specs or from testing. It is worth noting though that the headphones on the HTC Vive Pro 2 are detachable so you can pop them off and use your own if you so wish.
HTC
Tracking compatibility and upgrades
HTC Vive Pro: Backwards compatibility with original base stations (sold separately)
The original HTC Vive required users to plug two base stations into the mains power supply in the room that would make up the playspace. These sensors would then help track and relay movement data of both the headset and controllers back to the PC. With a base station in either corner of the room, users can achieve a Room-Scale play space of around 4×3 metres.
The HTC Vive uses sensors that make it capable of tracking six degrees of movement – meaning it can track all movement up and down, back and forth and around the play space as long as the base stations can see you.
The HTC Vive Pro is compatible with the original HTC Vive base stations meaning theoretically if you own the original VR device you can just buy the new headset and it will work fine with the original setup. New and improved base stations also offer an increased level of Room-Scale tracking with up to 10×10 metre playspace.
Similarly, the Vive Pro 2 follows the same logic and with the headset available to buy on its own it makes a logical upgrade path for anyone who owns the original headsets.
As we mentioned earlier, the HTC Vive Pro Eye boasts an upgrade in terms of its tracking capabilities that includes LED sensors that monitor eye movements. This is said to not only allow your eyes to act as a controller but also allows the headset to gather data on your eye movements while you play or look around the virtual environment.
In practice, this will result in faster reactions in gaming and useful data for businesses who are trying to track audience gaze. For example, monitoring what products or virtual objects get the most attention from a lingering look. It also presents the possibility of controlling games with just your eyes – whether indicating where you want to go or by controlling different menus within the game.
The Vive Pro 2 is interesting as it’s still compatible with the HTC Vive wireless adapter, it will also work with the Facial Tracker and with the Vive Tracker 3.0 setup which means you can theoretically track anything in the real world.
The Vive Pro 2 will also work with both Vive wand controllers and Valve’s Knuckle controllers, giving you more options to control the headset with ease.
HTC
Which is the right HTC headset for you?
The HTC Vive Pro 2 is now the most logical choice for those considering an HTC VR headset. It isn’t cheap, but if you’re upgrading from previous HTC headsets then you can save some money by just purchasing the headset and nothing else.
For those who are new to VR, the HTC Vive Pro 2’s price tag might seem high compared to the likes of the Oculus Quest 2, but with some serious specs under the hood, it should be the pinnacle of VR. Though you’ll need a high-end PC to make the most of the headset and the full kit in order to successfully track it.
We thought the HTC Vive Pro was one of the best VR headsets money could buy and the Vive Pro 2 should continue that trend too.
Unlike Bitcoin and Ethereum mining, Chia cryptocurrency farming does not require expensive accelerators or graphics cards. Yet, it still may be quite an expensive way of getting cryptocurrency as it requires fast SSDs to create plots and high-capacity HDDs to store those plots. Furthermore, since consumer-grade SSDs are not designed for write-intensive workloads (something that our avid readers know well), they can easily fail after weeks of ‘plotting,’ so one has to choose hardware for Chia farming wisely.
The creation of Chia plots is the most time-consuming task when it comes to Chia farming, so the use of fast SSDs in RAID mode is something that makes a lot of sense from performance and timing perspectives. However, not all SSDs are good enough for this workload. Inexpensive consumer-grade 1TB SSDs these days come with approximately 600TBW (terabytes to be written) endurance rating, which equals to about 0.3 drive writes per day (DWPD) over five years.
For client PC workloads, this is more than sufficient, but plotting Chia uses loads of writes, so a cheap 512GB SSD can be trashed in 40 days, reports MyDrivers. A higher capacity drive featuring a similar DWPD rating would have lasted longer, for about 160 days.
Roman ‘der8auer’ Hartung released a video about how to properly build a Chia farming rig. He did confirm that using SSDs for plotting makes a lot of sense, since it’s considerably faster than using HDDs for the same workload. He noted that for Chia farming and plot creation, it is crucial to choose SSDs with a high TBW and DWPD ratings, since they are more suitable for the task.
However, there is a catch. SSDs with a high TBW and DWPD rating are usually aimed at datacenters and are priced appropriately as they have a number of enterprise-grade features and sometimes come with higher-quality flash memory. Using them for mining may not be exactly financially viable. Recently, TeamGroup introduced SSDs specially designed for Chia mining that have a high TBW rating, but do not support any functionality one comes to expect from a datacenter SSD.
Speaking of financial feasibility, it should be noted that retail prices of high-capacity HDDs and SSDs have increased significantly in the last few weeks, and many popular models have gone missing. With elevated hardware prices, Chia farming may not be as lucrative as it used to be just a few weeks ago. Nonetheless, it does not look like actual short-term profitability will stop the ongoing Chia craze as many people hope that a future increase in the cryptocurrency’s price will offset any hardware costs.
HTC kicked off its Vivecon 2021 virtual event with a big announcement. During the opening keynote today, the company revealed a pair of near-5K resolution VR headsets, the HTC Vive Pro 2, which connects to a PC, and a standalone product called the HTC Vive Focus 3. HTC said these upcoming devices are primarily for businesses, but the specs and features, including a data compression technique not yet seen among the best VR headsets, will also interest gamers with a penchant for a high-end headset upgrade.
HTC Vive Pro 2
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HTC new PC VR headset, the Vive Pro 2 is, more of an evolutionary change than a revolutionary change from the original HTC Vive Pro. HTC poured its attention into improving the visual experience you get from the new headset rather than redesigning the entire structure of the product.
The HMD maker worked with AMD and Nvidia to implement Display Stream Compression (DSC) on the Vive Pro 2 – a first for a VR headset – enabling lossless transmission of high-resolution data. The Vive Pro 2 includes dual fast-switching RGB subpixel displays, giving the headset a total resolution of 4898 x 2448. These displays also operate at a speeder 120 Hz refresh rate to reduce motion blur. Faster refresh rates also improve user comfort, as we learned with Valve’s Index.
DSC, which is standardized by VESA, helps the high-bandwidth display signal stay within the constraints of DisplayPort 1.2. It even allows HTC’s Vive Wireless Adapter accessory to carry the Vive Pro 2’s high-bandwidth signal, which upon release will make it the highest resolution wireless PC VR solution.
The Vive Pro 2 shares the same shape and design as the original Vive Pro, including a rigid, mechanical headstrap and built-in adjustable headphones. This time, however, the headphones feature 3D spatial audio and Hi-res-certified speakers. The new headset also retains compatibility with all SteamVR and Vive Pro accessories, such as the Vive Trackers, Vive Facial Tracker and Valve Index controllers. The screens and the lenses are the significant changes.
HTC said you would need an Nvidia GeForce RTX graphics card or an AMD Radeon 5000-series or better to get the full potential out of the Vive Pro 2. However, you can set the screens to run at 90 Hz if necessary, which should allow you to use the new headset on lower-end graphics cards while you wait out the GPU shortage.
Beyond increasing the resolution and refresh rate, HTC also expanded the field of view (FOV) by a slight margin compared to the original Vive Pro from 110 degrees to 120 degrees. The improvement closes the FOV gap between the Vive Pro and the Valve Index (adjustable up to 130 degrees), but it’s still a far cry from ultrawide Pimax headsets.
HTC developed new dual-element lenses to achieve the FOV improvements within the existing Vive Pro form factor by enabling the displays to sit closer to the lenses and retain focus.
HTC is approaching the market with the Vive Pro 2 the same way it did with the original Vive Pro headset. The headset will initially hit the market as an upgrade kit for people with an existing SteamVR-based VR system. It works with both the 1.0 and 2.0 versions of Valve’s base stations.
The headset alone will sell for $749 (£659 / €739), with pre-orders open today and hardware shipping before the end of the month. A complete Vive Pro 2 kit, with base stations and controllers, will be available on June 4 for $1,399 (£1,299 / €1,399).
HTC Vive Focus 3: A Standalone Vive
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The Vive Pro 2 is HTC’s top PC VR offering, but that’s not the only incoming Vive headset. The Vive Focus 3, which doesn’t require tethering to a system, shares a handful of the new features introduced on the Vive Pro 2.
HTC’s new standalone includes the same dual-element lenses found in the Vive Pro 2, giving it the same 120-degree FOV as the PC VR headset. The Vive Focus 3 also has dual 2448 x 2448 RGB panels, but they’re limited to 90Hz. HTC’s new headset also features adjustable IPD (interpupillary distance, the amount of space between your pupils), with a granular range of 57-72mm.
Unlike the Vive Pro 2, which borrows its exterior design from its predecessor, the Vive Focus 3 features an entirely new industrial design. HTC reduced the weight by 20% compared by building it from magnesium alloy instead of plastic. HTC said the metal housing is also 500% stronger than plastic.
To help balance the weight evenly, HTC installed the battery pack under the rear cushion of the headstrap. The battery gives the headset roughly 2 hours of run time, with a charge time of approximately 30 minutes. The battery is also removable, so you can always keep a spare ready to go. The headset doesn’t have a backup power source, so you can’t hot-swap the batteries while it’s running.
The Vive Focus 3 has a pair of speakers embedded in the rigid head strap, plus a headphone jack so that you can use your favorite headphones with it. Four onboard cameras embedded in the front of the visor handle inside-out tracking and provide tracking for the two wand controllers that ship with the headset.
In this era of working in a pandemic, no one wants to share something like a VR headset. That’s why HTC looked to make the Vive Focus 3 simple to keep hygienic. The front and rear cushions are easy to remove for cleaning, thanks to a magnetic mounting mechanism.
A Qualcomm Snapdragon XR2 SoC does all the heavy lifting to power the Vive Focus 3. HTC installed a copper heatpipe and an active cooling fan to extract the most performance possible out of the XR2 platform. By contrast, Facebook throttled the XR2 in the Oculus Quest 2 standalone headset to keep it within certain temperature constraints.
Not Really for Gamers
On paper, the Vive Focus 3 looks like a worthy competitor to the Oculus Quest 2. Unfortunately, it’s not priced for consumers and doesn’t include a game library to back it up. However, HTC said the new headset will support streaming PC VR content wirelessly over WiF, so maybe we’ll see support for PC VR gaming.
The Vive Focus 3 will be available on June 27. Buying one will set you back $1,300 (£1,060 / / €1,180). For this price, you get the headset with controllers and a business warranty.
A Business Ecosystem
HTC is offering more than just a pair of new VR headsets. The company has put together an entire ecosystem for using VR in business announced today. Vive Business provides a handful of business-focused VR solutions, such as the Vive Business Device Management System, which gives IT departments the tools necessary for keeping track of a fleet of devices.
The Vive Business platform also includes an Android-based progress monitoring system for instructors called Vive Business Training and a VR meeting place called Vive Sync.
Meanwhile, the Vive Business AppStore offers a curated collection of off-the-shelf business-related VR software for the Focus 3 headset. HTC said it would launch with roughly 20 titles, with more content in development from various ISV partners.
With all of these tools, HTC hopes to accelerate the adoption of VR in the workplace. The company believes that as more people encounter VR for the first time at work, it will drive more adoption in the home. So don’t think we’ve seen the last gaming-centric Vive headset quite yet.
The new Atom’s headline ability is headphone playback, but don’t underestimate its value as a preamplifier. It’s a classy and versatile addition to Naim’s Uniti range.
For
Top-notch streaming
Great headphone stage
Also a great smart preamp
Against
No HDMI ARC input
Sound+Image mag review
This review originally appeared in Sound+Image magazine, one of What Hi-Fi?’s Australian sister publications. Click here for more information on Sound+Image, including digital editions and details on how you can subscribe.
UK-based Naim Audio became first renowned for its amplification, proving the importance of power quality from the early 1970s. Three decades later Naim was also quick to recognise the future of file-based and streaming music, and today enjoys great success with its Mu-so wireless speakers, while the Uniti range of all-in-one streaming systems deliver simple but definitely hi-fi ‘just-add-speakers’ solutions.
In a way the Uniti players brought together everything Naim has learned – the wireless, multiroom and control elements of the Mu-sos, with the solid hi-fi amplification developed over decades, including more recent trickle-down tech from the developmental fillip of investment made in the company’s no-holds-barred Statement amplifier project.
Now here comes the Uniti Atom Headphone Edition (£2399/$3290/AU$4299), which takes the smallest of the existing Uniti all-in-ones and does something rather unexpected for Naim – it throws out the part on which the company built its reputation, the amplification.
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Features
Well, that’s not entirely true. There are no amplifiers for loudspeakers, as provided on the other Uniti units (excepting only the Uniti Core, which adds networked hard-drive storage to the range).
But as the ‘HE’ of the new name suggests, it caters instead to headphones. On the front there are headphone outputs for jacks of full-size quarter-inch (6.5mm in new money) and 4.4mm Penteconn balanced connections, while round the back there’s a second balanced connection on 4-pin XLR.
We’re told that for this product Naim has used an all-new amp implementation designed especially so it delivers the best headphone amplifier experience, including a new transformer design to provide power tailored to the needs of the headphone amplification.
But this is not only a headphone amp. It’s also a preamplifier, and Naim has optimised its preamplifier performance also, “including elements originally used in our flagship Statement Amplifier” it says.
As a preamplifier it offers one analogue input pair on RCA sockets, and then digital inputs: two optical and one coaxial, plus USB-A slots both front and rear. There’s also Bluetooth available, which includes the aptX codec.
What doesn’t it have? It loses from the original Atom the HDMI ARC connection which was handy to play audio from your TV, and there’s still no USB-B connection to play direct from computer.
But its outputs are expanded, its variable preamplifier output available on both unbalanced RCA and balanced XLR outputs to feed your downstream amplification. This could play straight to power amps, since there is full volume control in the Atom HE – either from the remote, from its app, or from the heavenly Naim knob which sits on top, the only disadvantage of this positioning being that it is hidden when the unit goes on a good rack shelf, though its minimal height of 9cm means you should still be able to squeeze your hand in there for a knob spin when the urge presents itself.
Streaming
And in addition to physical inputs, this Naim has all the streaming prowess of other Uniti members, and that’s to say as complete a set of protocols as you’ll find anywhere – so many, indeed, that when the range originally launched, it was significantly delayed by the paper trail for all the licensing involved.
So this includes being easily addressed from any Spotify app, free or paid, or using Apple’s AirPlay 2 to stream the output of a Mac or any app on an iOS app, and Chromecast too, for point-to-point streaming from Android devices. Those with music libraries on a PC can use its UPnP ‘server’ function. It’s also Roon Ready, and although the Roon-direct licensing was still going through when it arrived for review, it was nevertheless available in Roon via its Chromecast and AirPlay abilities.
Then there are the services available within the Naim app itself. These include internet radio and podcasts, Tidal, and Qobuz (the latter newly available to Australia). You may note these are services which offer higher-quality subscriptions; Naim emphasises this quality also in its internet radio app, with a section devoted to higher-rate streams than the often grungy desk-compressed pop stations.
And one last batch of capabilities – the Atom HE is multiroom-capable with other Naim equipment including the Mu-so wireless speakers, so you can have music playing in unison (and Uniti) throughout your home. Chromecast and AirPlay 2 offer other paths to multiroom and multi-device playback.
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Setting up
Having previously reviewed the standard Uniti Atom, we found set-up here to be a breeze. You have to pair the remote control by holding it to the full-colour five-inch front-panel panel display while you push ‘Home’ for three seconds. Our Naim app, already installed on an iPad Pro, needed a reinstall before it saw the Atom HE on the network and delivered it a firmware update, losing contact until the update was complete.
Beyond that, we had absolutely zero operational issues, and indeed throughout our testing we were able to generate no criticisms at all – not one – because Naim has honed its highly versatile and potentially complex operation to something near perfection.
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The Naim app presents all its streaming services on one screen, the inputs on a scrolling second screen; if that doesn’t appeal you can use the settings to reorder the inputs to your preference, banishing unused ones to the second screen.
We had connected a Thorens turntable via a phono stage into the analogue input. We connected our computer to an optical input, using a DAC between them as a USB-to-SPDIF converter.
To kick off, we ran the Atom HE’s unbalanced pre-outputs to our resident power amps, always a slightly nervous connection to make when the preamp is digitally controlled and might flick the output to max accidentally. (Once we had Roon connected, we specified a safety level beyond which the volume slider then can’t go.)
We addressed it first from Tidal on the Naim app, then from the Tidal app itself, then from Roon.
Indeed during the Atom’s visit it may have be physically located in one room, but it seemed omnipresent. Wherever we accessed music – on the music room computer, on our Chromebook, the iPhone, a tablet – there was the Naim Atom as a playback device waving at us as if saying ‘Play to me! Play to me!’ There are so many ways to play that surely any current preferred path to playback will fit right in.
Listening
We can fully believe Naim’s claim that the preamp of the Atom HE is actually superior to those of the current Uniti range. Even in our initial set-up without the benefit of the balanced connections, all the cues from our favourite tunes poured from power amp and speaker references, dynamically delivered, cleanly resolving the good and the bad.
The effect on Alex the Astronaut’s main vocal for Split the Sky can sound curiously excessive on systems lacking resolution, degenerating into a mush. Here it could be discerned separately, part delay, part reverb. More to the point, the music and the emotion were entirely unchecked. The quite awful subject matter of her remarkable I Like To Dance is chilling; her Triple J cover of Mr Blue Sky – The Go-Betweens’ Lindy Morrison on drums – is sheer joy.
The Tidal stream through the Atom HE easily outperformed Spotify’s relatively softened sound. Naim’s Uniti platform does not support the MQA encoding which Tidal uses to ‘unfold’ its high-res Masters to their high definition – Naim could change this by firmware update, it has said, but is being led by demand.
Whatever you might think of MQA, it may be that uncompressed FLAC high-res streaming as offered by Qobuz and Deezer represents a purer future – after all, with today’s bandwidths defined by streaming 4K video, what need for data compression of high-res music any more?
So with Qobuz newly launched in Australia, we took the opportunity to connect our Roon to Qobuz, and our Roon to the Uniti. Roon’s excellent quality check pop-up box reminded us that Roon via Chromecast dropping the high-res to 48kHz, so we switched to Qobuz direct inside the Naim app. And what a joy that was. Fleetwood Mac’s Go Your Own Way was almost alarmingly crisp; details on Toto’s Africa (the left-channel chuckle on the intro) astoundingly apparent, especially as our usual playback preference for this slice of soft rock is the vinyl 45.
Best music streaming services
On Kate Bush’s Running Up That Hill, the continuous rolling drums’n’bass were entirely segregated from the other parts, and the emotional lift of multitracked Kates as we reached the first ‘Come on baby, come on darlin’ was thrilling at an almost tactile level. We began regretting our agreement to return the Atom HE to distributor BusiSoft AV within an unusually brief two weeks; we were barely getting started and we were missing it already.
Headphone playback
Naim Uniti Atom Headphone Edition specs
Inputs: 1 x analogue RCA, 2 x optical digital, 1 x coaxial digital, 2x USB-A
Streaming: Apple AirPlay 2, Chromecast, UPnPT, Spotify Connect, TIDAL, Qobuz, Roon Ready, Bluetooth, Internet radio
Also visiting from Naim’s Australian distributor were the Final Audio D8000 Pro headphones, themselves a mere AU$4999 (£3995, US$4299) with their silver-coated cables trailing away to the Atom HE’s full-size headphone jack like weighty twisted tinsel.
The Naim had not the slightest trouble driving these esoteric 60-ohm planar magnetic headphones to their maximum ability, whether delivering a tight and punchy kick drum under the guitar and synthscape of The Triffids’ Wide Open Road, or highlighting the curiously lo-fi elements opening Gotye’s Somebody That I Used To Know.
The Naim and Finals delivered a mind-meltingly zingy portrayal of The Go-Betweens’ Streets of your Town, currently resurrected for advertising purposes by Ampol but here crisply separated to the point where our attention was constantly darting around the soundstage to small sonic elements like the cunning combination of panned rhythm guitars, the tight block hits in the left, each element easily individually selectable by the mind’s ear, yet held together in a finely musical whole.
We also ran more affordable headphone references – open AKGs, closed Sennheisers – and there wasn’t a pair which didn’t display their full abilities or receive more than enough power on tap from the Atom HE – enough, indeed, to achieve quite worrying levels without any hint of congestion or distortion.
The relevant figures are 1.5 watt-per-channel output into 16 ohms (from all headphone outputs), and output impedance of 4.7 ohms. The headphone amp remains in pure Class-A except for lower impedance headphones pushed to the extremes of volume, when a Class-AB circuit is “seamlessly” invoked.
If you like it loud (bearing in mind the dangers of so listening), the Atom HE will at least ensure you get your music with a minimum of damaging distortion.
After a head-pumping serve of Wolfmother’s The Joker and the Thief we wondered if we should take a rest, but Qobuz continued serving such delights that we didn’t, instead diverting to some high-res classical. This confirmed the dynamic reserve of the headphone output and a remarkable ability to stay tonally accurate across different impedance headphones. All this was from the standard unbalanced quarter-inch headphone socket; the balanced outputs could potentially lift the Atom HE’s game still higher.
Best headphones 2021
Having an assortment of active stereo speakers in residence for our group test this issue, it occurred to us that the Atom HE’s abilities as a preamp perfectly complemented just such devices. The ELAC Navis, for example, has balanced XLR inputs, to which we connected the Atom HE’s balanced outputs.
The result was wildly successful – a brilliant pair of speakers provided with a perfectly-pitched preamp output backed by physical inputs, streams galore, an app, a physical remote control and Naim’s big knob. Adding good active speakers to the Atom HE makes for a wonderfully compact yet versatile system, boosted by its particular powers to make your headphones sing when privacy is required.
Verdict
The Atom HE is an excellent addition to the Naim Uniti range – something genuinely different in offering a streaming preamplifier with a top-quality headphone amplifier. Use it alone with headphones, with power amps, or with active speakers, and you have a system just as versatile in its streaming abilities as the Mu-so, more versatile in its connections, and far higher in its hi-fi quality. And it comes with the best knob in hi-fi. It’s a big thumbs up from us.
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